Age | Commit message (Collapse) | Author |
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The original script patch only worked when speed
slider was all the way up.
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Fix crash and wrong fullscreen mode listing when switching to OpenGL
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We set a custom video mode that might have a different BPP from the default. To ensure that other graphics managers will get the proper results when listing available video modes, we need to restore the initial BPP when unloading.
This fixes an issue when switching to OpenGL on Windows 8 and later. On those OSes, fullscreen OpenGL only has a 32bpp mode. It is correctly listed in the options but we call SLD_SetVideoMode later in the surface graphics manager. When we list the mode again after a switch, the internally selected BPP is still 16 and we fail to find any available fullscreen modes.
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It can be returned when there are no dimensions available for the currently selected pixel format
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This keeps the game from hanging when trying to quit during Jim's
gym demonstration. Hopefully any other effect of it is also good.
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engine option gets disabled for all Amiga games
also disabled for certain fanmade games, which
require a mouse.
defaults to enabled mouse
Engine options are not shown for previously
detected games until those games get redetected
If there is a way to handle those cases, please
fix.
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implement string collecting for SCI3
implement object offset collecting for SCI0-SCI2
implement said-str offset collecting for SCI0-SCI1
add new debug command scro / script_objects
add new debug command script_said
string without terminating NUL now a warning
the latter happens in qfg2 for amiga room 84
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the original script patch messed up room changes
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This fixes possible gamestate corruption when using 'send' in the
debugger to call methods.
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This allows the engine to quit immediately while actors are moving,
e.g. while Joe is walking towards Lola's bedroom
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I forgot to remove that code in commit 0cb0a09 when I removed the
line that preceded it.
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Instead of factoring the volume into the tone attenuation it now scales
the volume table. This way it still uses the full table when playing
at a low volume and therefore keeps the 16 attenuation levels.
Also use kMusicSoundType instead of kSFXSoundType to be coherent with what
the MIDI output is doing (volume for both music and SFX is controlled by
the Music volume slider).
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This was a regression from ceb2909.
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A higher volume in the GUI resulted in a lower music volume (and
lower volume in the GUI resulted in higher music volume).
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This looks like a regression from commit 24bb5da: AGI: Add a layer of
abstraction between the sound chip and the two players
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Also add file size for Sam & Max and DOTT French Mac versions.
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This was reported by Paulo Vicente in bug #6862.
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for DOS.
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And clip to [0, width), [0, height) before drawing.
This fixes bug #6864, which is a regression I introduced in
51fd528fe56e00466255d54e1e71b19f34729bfd when I changed all
the drawing code to use the Surface class.
I thought that having unsigned coordinates makes sense, but
for some reason, Fascination sets _destSpriteX (which maps
to left in fillRect()) to -1, expecting the drawing code to
clip.
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fixes string identifying in mac SCI1.1 games
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debug command is called "script_strings" / "scrs"
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When parsing a sentence, its type 0x142 word (presumably the object) is
now stored. Any pronouns (type 0x080) are then automatically replaced by
this stored word.
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fixes green card phone number also calling limo
at the same time bug for the English PC 1.000
release.
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instead of the old hackish method
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primarily to clear kPortrait graphics in kq6
when restoring during portrait animation
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otherwise we could free hunk space of the
loaded saved game
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will delay restoring a saved game until the next
kGetEvent or kWait
also implement aborting playback for kPortrait
and kShowMovie
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